Game program, information processing device, and information processing method

The game device addresses wear and tear issues and resource inefficiencies by using alternative operating media to substitute for rare cards, enabling enjoyable gameplay and promoting card circulation through lending and ownership updates.

JP2026104916APending Publication Date: 2026-06-25SEGA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2026-04-09
Publication Date
2026-06-25

AI Technical Summary

Technical Problem

Conventional game devices using physical cards face issues such as wear and tear, conflicting desires to use or preserve rare cards, and the need to carry a large number of cards for gameplay, leading to lost opportunities and resource inefficiencies.

Method used

A game device that utilizes normal and alternative operating media, where alternative media can substitute for rare cards, with systems for identifying, registering, and displaying character data, allowing players to use alternative media without damaging their rare cards, and includes mechanisms for lending and updating ownership information to prevent unlimited proliferation.

Benefits of technology

Enables players to enjoy games using rare cards without damaging them, reduces the need to carry multiple cards, and promotes card trading and circulation by allowing lending and borrowing while preventing unlimited proliferation of rare cards.

✦ Generated by Eureka AI based on patent content.

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Abstract

This game device resolves the conflicting psychological challenges players face when dealing with low-probability trading cards (such as rare cards), and allows them to play the game without having to constantly carry a large number of trading cards. [Solution] In a game device that uses cards or other operating media as means of controlling game progress, when an alternative card is used in a game, the device is configured to include an alternative card recognition means that registers the character data of the regular card selected by the player based on the ownership information of the regular card linked to the player information as the character data of the alternative card for the current game, and recognizes the alternative card used in the current game as a regular card owned by the player that corresponds to the registered character data.
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Description

Technical Field

[0001] The present invention relates to a game device configured to automatically read card data stored on the back surface of a card by arranging an operation medium (e.g., a card) on a playfield and to advance a predetermined video game with game content according to a combination of card data placed on the playfield.

Background Art

[0002] Conventionally, operation media such as a plurality of player cards are placed on a flat playfield, a soccer team or a baseball team is configured by oneself, and these cards are moved on the playfield as an operation means for game progress so that a simulation game of a competition progresses. For example, in a game device for soccer, when a player (gambler) arranges player cards on a playfield, an internal image sensor reads card data stored on the back surface of the player cards, and data of a team composed of a plurality of players is created from these plurality of player cards and the game starts.

[0003] And the player is configured to be able to instruct the position and formation of the player by moving the arrangement of the player cards on the playfield. In such a card game, since one new player card is dealt to the player every time one game is played, the player has the fun of being able to collect new cards that can be used in a card game such as a player card. In such a game device, a game progress control program detects reading of various information data stored on a plurality of cards placed on the playfield and movement of the cards, etc., and controls the progress of the game. Also, the game can be played between players or between one player and a computer. As such a game device, for example, there is one disclosed in Patent Document 1.

[0004] According to the game device disclosed in Patent Document 1, a player can select a specific player card by rubbing it on the playfield, and can also instruct players' positions and formations by moving the player card while rubbing it. Furthermore, a shot is executed when the player operates a shoot button, and this animation is displayed on a monitor. When a game ends, a new player card is dispensed from the card dispensing section of the game device, allowing the player to obtain a new player card. This new player card can be used when the player plays the next game, thus expanding the range of player selection and substitutions and enabling a more strategic game. [Prior art documents] [Patent Documents]

[0005] [Patent Document 1] Japanese Patent Publication No. 2002-301264 [Overview of the project] [Problems that the invention aims to solve]

[0006] In conventional game devices such as the one disclosed in Patent Document 1, actual cards are used as the means of controlling the game's progress, which provides a different kind of enjoyment compared to games where the player simply operates buttons or levers on a game device to advance the game.

[0007] In this type of game, the cards used as the gameplay medium include rare cards (also known as uncommon cards or premium cards) that are issued in extremely small quantities compared to regular cards, making them highly valuable. Players can enjoy the fun of using these cards to play the game, as well as the pleasure of collecting, admiring, trading, and buying / selling them. However, there is a challenge in that actual cards show signs of wear when used in a game. Even with protective cases to shield the cards during use, it is undeniable that they will show more signs of wear compared to cards that have been kept in pristine condition for display. In fact, looking at the trading and buying / selling situation, there is a clear difference in value between used cards and unused cards, even for cards of the same type.

[0008] On the other hand, rare cards and other highly valuable cards mentioned above often have higher ability scores and effects compared to ordinary cards, and it is true that using them in a game can give you an advantage and increase your chances of winning. Therefore, players are faced with conflicting desires: the desire to keep them unused for display or for trading, and the desire to use them in the game because of their high gameplay effect. They are forced to choose one over the other.

[0009] Furthermore, in this type of game, a very wide variety of cards are available, and the cards used will differ depending on the gameplay strategy, such as whether to play with an offense-oriented team, a defense-oriented team, or a team with a balanced offense and defense. As a result, players must carry a large number of cards with them, otherwise they will not be able to play the game if, for example, they unexpectedly have free time to go to a game center. Consequently, game centers unknowingly face the problem of lost opportunities.

[0010] This invention was made to solve the above-mentioned conventional problems, and aims to resolve the conflicting psychological challenges faced by players regarding rare cards, which are operating media with a low drop rate, and to provide a game device that allows players to play the game without having to carry a large number of operating media at all times. [Means for solving the problem]

[0011] To solve these problems, the invention described in claim 1 is a game device playable using a normal operating medium storing at least one of position detection data or angle detection data and character data, and an alternative operating medium storing at least one of the position detection data or angle detection data and identification information indicating a specific operating medium different from the normal operating medium, the device comprising: a playfield on which the normal operating medium and the alternative operating medium are placed; an operating medium data reading means for reading at least one of the position detection data or angle detection data and the character data; an operating medium identification means for identifying whether the operating medium placed on the playfield is the normal operating medium or the alternative operating medium; a player information storage means for storing player information associated with the player's unique ownership information of the normal operating medium; and the operating medium identification means for identifying the alternative operating medium for the current game. The system is characterized by comprising: character data registration means for registering the character data set on one normal operating medium selected by the player based on the ownership information of the normal operating medium linked to the player information read by the player information reading means when the medium is identified as being used, as the character data of the alternative operating medium in the current game; alternative operating medium recognition means for recognizing the alternative operating medium used in the current game as a normal operating medium corresponding to the character data registered by the character data registration means; character image generation means for generating a character image based on the character data of the normal operating medium read by the operating medium data reading means and the character data of the alternative operating medium registered by the character data registration means in the current game; and image display means for displaying a game image including the character image generated by the character image generation means.

[0012] According to the game device described in claim 1, when a player wants to use rare cards that have high gameplay ability values ​​and a lower drop rate than ordinary operating media, they can play the game using an alternative operating media instead of the actual ordinary operating media they own. This allows them to enjoy the game using the abilities (effects) of their rare cards without damaging them.

[0013] Furthermore, for example, if a gaming facility is equipped with a machine that lends out alternative operating media, players can borrow alternative operating media and play the game in the same way as when using the regular operating media, even when they do not possess the regular operating media.

[0014] Furthermore, the regular character data that can be linked to the alternative gameplay medium is limited to that registered in the ownership information linked to the player information. Therefore, players without ownership cannot use the alternative gameplay medium instead of the regular gameplay medium to play the game. This prevents the unlimited proliferation of rare gameplay mediums (rare cards) that have scarcity value. Also, for example, by transferring only the ownership data while retaining the physical card, the transferor can no longer use the transferred card in the game, but can collect the physical card for display, and the transferee can play the game using the alternative card. In other words, it is possible to increase the ways in which card trading can be carried out and promote the circulation of cards.

[0015] The invention described in claim 2 is characterized in that, in the game device described in claim 1, it comprises: a dispensing operation medium data reading means for reading the character data of the normal operation medium newly dispensed at the end of the game; and an ownership information updating means for updating ownership information linked to the player information based on the character data read by the dispensing operation medium data reading means.

[0016] According to the game device described in claim 2, since the player's ownership information is automatically updated by the ownership information update means each time a game is completed, it is possible to prevent the unlimited proliferation of rare cards, which are highly valuable operating media, through lending or borrowing.

[0017] The invention described in claim 3 is characterized in that, in the game device described in claim 2, the device comprises: an operating medium dispensing selection means for selecting whether or not to dispense a new normal operating medium at the end of a game; a normal operating medium dispensing means for dispensing the normal operating medium after updating the ownership information using the ownership information updating means when the operating medium dispensing selection means selects whether or not to dispense the normal operating medium; and a normal operating medium retrieval means for retrieving the normal operating medium after updating the ownership information using the ownership information updating means when the operating medium dispensing selection means selects not to dispense the normal operating medium.

[0018] According to the game device described in claim 3, if the operating medium (card, etc.) dispensed at the end of the game is an unnecessary card for the player, the player can choose not to dispense the card and only update the ownership information, thereby contributing to resource conservation and not forcing the player to store or dispose of unnecessary cards.

[0019] The invention described in claim 4 is a game device according to claim 1, wherein the normal operating medium stores unique operating medium data associated with character data corresponding to the type of operating medium for each operating medium, and comprises: unique operating medium data determination means for determining whether there is unique operating medium data that is not registered in the player's ownership information among the unique operating medium data read by the operating medium data reading means of the normal operating medium used for the game; owner information reference means for referring to the existence of owner information for the unique operating medium data when the unique operating medium data determination means determines that there is unregistered unique operating medium data; ownership information update means for updating the player's ownership information by registering the ownership information of the normal operating medium corresponding to the unique operating medium data in the player's ownership information when the owner information reference means does not have owner information relating to another player; and non-owned operating medium use rejection means for rejecting the use of the normal operating medium when the owner information reference means has owner information relating to another player.

[0020] According to the game device described in claim 4, in addition to the functions and effects of the invention described in claim 1 above, the unique operating medium data determination means determines whether or not there is unique operating medium data that is not registered in the player's ownership information among the unique operating medium data used in the current game, the owner information reference means refers to the existence of owner information for the unique operating medium data when the unique operating medium data determination means determines that there is unregistered unique operating medium data, and if the owner information reference means does not find owner information relating to other players, the ownership information update means registers the ownership information of the normal operating medium corresponding to the unique operating medium data in the player's ownership information and updates the player's ownership information, and if the owner information reference means finds owner information relating to other players, the non-owned operating medium use rejection means rejects the use of the normal operating medium, so that it is not necessary to read the data of the operating medium dispensed when the operating medium is dispensed after the game ends, and the ownership information can be updated all at once when the operating medium is registered before the start of the game.

[0021] The invention described in claim 5 is characterized in that, when the operating medium being operated is identified by the operating medium identification means as the alternative operating medium, the image display control means displays the game image on the image display means, which includes the character image of the normal operating medium corresponding to the character data of the alternative operating medium registered by the character data registration means in the current game.

[0022] According to the game device described in claim 5, when an alternative operating medium is being operated, the image display control means displays a character image corresponding to the character data of the normal operating medium corresponding to the alternative operating medium on the image display means, so that the game can be played while confirming the name, design, ability values, attributes, and other data of the alternative operating medium being operated in the image.

[0023] The invention according to claim 6 is a game device playable using a normal card in which at least one of position detection data or angle detection data and character data are stored, and an alternative card in which at least one of the position detection data or the angle detection data is stored and identification information indicating a specific card different from the normal card is stored, the game device comprising: a playfield on which the normal card and the alternative card are placed; card data reading means for reading at least one of the position detection data or the angle detection data and the unique card data; card identification means for identifying whether the card placed on the playfield is the normal card or the alternative card; player information storage means for storing player information associated with ownership information of the normal operation medium unique to the player; character data registration means for registering, as the character data of the alternative card in the current game, the character data set in one normal card selected by the player based on the ownership information of the normal card associated with the player information read by the player information reading means when it is identified by the card identification means that the alternative card has been used in the current game; alternative card recognition means for recognizing the alternative card used in the current game as a normal card owned by the player corresponding to the character data registered by the character data registration means; character image generation means for generating a character image based on the character data of the normal card read by the card data reading means and the character data of the alternative card registered by the character data registration means in the current game; and image display means for displaying a game image including the character image generated by the character image generation means.

[0024] According to the invention described in claim 6, as an operation medium in the game device described in claim 1, a card with excellent operability and low manufacturing cost can be used. Also, it can be easily accommodated in a card album or the like when stored for display purposes, and is convenient to carry around.

[0025] In the present invention, the "operation medium" includes cards, items in which figures such as dolls or animals are attached to cards, rectangular parallelepiped or cubic objects, cylindrical or prismatic objects, conical or pyramidal objects, solid objects such as a calabash shape or a dome shape, and coin-shaped objects that can also serve as operation means (play items) for the progress of the game. The "card" means a thin plate made of paper, resin, glass, wood, etc. Also, in the case of a thin plate, its outer shape is not limited to a rectangle, and it may be a square, a circle, an ellipse, a star, etc. Also, it may be folded in two, three, accordion-like, etc. with paper or soft plastic, etc., or formed into a booklet with multiple pages. At least, position detection data, angle detection data that can be read by data reading means, character data that can identify the type of the operation medium, or unique operation medium data is stored. On both sides or one side of the operation medium (card), individual patterns, photographs, etc. that can visually identify the type of the operation medium may be printed.

[0026] The "normal operation medium" is at least one in which at least one of the position detection data or angle detection data that can be read by data reading means and character data that can identify the type of the operation medium or unique operation medium data associated with the character data is stored. On both sides or one side of the operation medium, individual patterns, photographs, etc. that can visually identify the type of the operation medium are printed.

[0027] The "alternative operation medium" is an operation medium in which at least one of the position detection data or angle detection data that can be read by data reading means is stored, and identification information indicating a specific operation medium different from the normal operation medium is stored, and it is an operation medium that can be used in the game as a substitute for any normal operation medium owned by the player. This alternative operation medium can be used as a substitute for any number (pieces) of different normal operation media in one game, but the number of pieces that can be used at one time may be limited according to the specifications of the game.

[0028] The "position detection data," "angle detection data," "character data," and "unique operating medium data" stored on the card refer to information that can be read by a data reading means, for example. The data can be in any form as long as it is possible to read and calculate the various data by a data reading means, such as by printing a predetermined code pattern shape using a paint that transmits, reflects, or absorbs invisible light, or by calculating the current position coordinates and angle of the operating medium using an imaging means installed above or below the playfield. In particular, when printing a predetermined code pattern shape, it is preferable to form the character data and unique operating medium data with a transparent paint that is not visible to the naked eye in order to prevent forgery and modification of the code pattern of the stored data. It is also preferable to form the position detection data and angle detection data with a transparent paint so as not to interfere with the design printed on the card.

[0029] "Playfield" refers to a board surface on which multiple cards used in a game can be placed. For example, a playfield can have a transparent board surface. Alternatively, it may have a laminated structure in which a sheet material that transmits invisible light is attached to the transparent board surface, and a simulated ground or similar image corresponding to a sport such as soccer or baseball may be printed on the sheet material. Furthermore, fine irregularities may be formed on the surface of the sheet material on which the cards are placed to prevent the cards from sticking to the playfield and to allow for smooth manipulation of the cards.

[0030] The "character data" stored on a regular card can take any form as long as it allows the type of operating medium to be identified. That is, it can be configured so that all characteristic value data and attribute data of the operating medium, such as "attack power" and "defense power," are stored on each individual operating medium, or it can be configured so that this characteristic value data and attribute data are linked to the type of operating medium and stored in a database. In the latter configuration, the game device can find out the characteristic values ​​of each operating medium by referring to the database.

[0031] "Unique operating medium data" is a unique identification information (unique ID) that is different for each individual operating medium (each card). Each unique operating medium data is associated with character data that identifies the type of operating medium and is stored in the database. Therefore, even if the type of operating medium is the same, different operating mediums will have different unique operating medium data stored in them, so by reading the unique operating medium data, the associated character data can be referenced. In addition, player information is associated with the unique operating medium data as owner information and is stored in the database.

[0032] Similarly, "player information (player ID)" can be any form of data as long as it can identify the player. Player information is typically stored in a database along with attribute data such as the player's nickname, match record, and level, as well as ownership information of the operating medium. The configuration for obtaining player information may include a means for reading player information, which reads the player information from a player information storage medium (such as a player ID card). Alternatively, player information may be stored in the storage device of the game device or in the storage device of a server device connected to the game device via a network, and the player may be authenticated by entering a PIN or the like, and the player information corresponding to each player may be read from the storage device. "Ownership information" includes data such as the type and number of control devices owned by the player, usage history, and information on the dispensing of physical cards, and is stored in the database linked to the player's information. Note that "ownership" means that the control device is usable in the game, and does not necessarily include the state of not possessing the physical control device (cards, etc.).

[0033] Furthermore, the player's attribute data, ownership information, characteristic value data and attribute data of each owned operating medium, etc., may all be stored in the player information storage medium.

[0034] When identifying a player using a player information storage medium, it is preferable to authenticate the player using a password or the like to prevent the storage medium from being stolen or lost and then used by someone who finds it. Examples of "player information reading means" that can be used include a barcode reader / writer, an RFID reader / writer, a semiconductor memory reader / writer, etc. [Effects of the Invention]

[0035] According to the invention described in claim 1, when a player wants to use a control medium such as a rare card with high game ability values ​​or effects that they own, they can play the game using an alternative control medium while keeping the actual regular control medium they own for display purposes. This allows them to enjoy the game without damaging their valuable rare cards. Furthermore, if a machine for lending alternative control mediums is installed in the gaming facility, players can borrow alternative control mediums and play the game in the same way as when using regular control mediums, even without carrying a large number of regular control mediums with them at all times.

[0036] Furthermore, by configuring the system to include a dispensing operation medium data reading means that reads the character data of a new regular card dispensed at the end of a game, and an ownership information updating means that updates the ownership information linked to the player information based on the read character data, the player's ownership information is automatically updated by the ownership information updating means after each game ends, thus preventing cards from multiplying indefinitely due to lending or borrowing of rare cards.

[0037] Furthermore, by comprising an operating medium dispensing selection means for selecting whether or not to dispense a new normal operating medium at the end of the game, a normal operating medium dispensing means for updating the ownership information by an ownership information update means and then dispensing the normal operating medium when the operating medium dispensing selection means selects whether or not to dispense a normal operating medium, a normal operating medium retrieval means for updating the ownership information by an ownership information update means and then retrieving the normal operating medium when the operating medium dispensing selection means selects not to dispense a normal operating medium, if the operating medium dispensed at the end of the game is an operating medium that is unnecessary for the player, the player can choose not to dispense the operating medium and only update the ownership information, thereby contributing to resource conservation and not forcing the player to store or dispose of unnecessary operating mediums. In addition, if the player does not wish to be dispensed a new normal operating medium, that information can be stored when the ownership information is updated, so that a physical operating medium can be provided later if needed.

[0038] According to the invention described in claim 4, in addition to the effects of the game device described in claim 1, it is no longer necessary to read the data on the operating medium when it is dispensed after the game has ended, and ownership information can be updated all at once when the operating medium is registered before the game starts. [Brief explanation of the drawing]

[0039] [Figure 1] This is a perspective view showing the overall configuration of one embodiment of a game device according to the present invention. [Figure 2] This is a perspective view showing the terminal device operated by each player of the game device according to the present invention. [Figure 3] This is a block diagram showing the system configuration of one embodiment of the game device according to the present invention. [Figure 4] This is a top-down plan view of Playfield 24. [Figure 5] This is a vertical cross-section of cabinet 76 with Playfield 24 installed. [Figure 6]This is a plan view showing an enlarged view of the playfield 24 and control section of the terminal device 16a. [Figure 7] This is a plan view showing an example of a print pattern for Playfield 24. [Figure 8] This is a magnified longitudinal cross-sectional view showing the cross-sectional structure of Playfield 24. [Figure 9] This figure shows an example of a code pattern stored on the back of player card 20. [Figure 10] This diagram shows an image of the back of player card 20 captured by image sensor 56. [Figure 11] This figure shows the starting positions S1 to S4 of the bits in ID data area 176 and data area 180. [Figure 12] This diagram shows the arrangement of pattern data 0 to 15. [Figure 13] This is a diagram illustrating the method for detecting the card's position coordinates. [Figure 14] This is a diagram illustrating the position angle detection pattern region 174. [Figure 15] This diagram illustrates the detection method for each of the protrusions 174a to 174d. [Figure 16] This is a diagram showing the reference marker 200. [Figure 17] This flowchart shows the processing steps for recognizing the card data stored on the back of player card 20. [Figure 18] This is a front view showing an example of the code patterns stored on the front and back sides of the replacement card 21. [Figure 19] This is the main flowchart showing the game progression procedure for game device 10. [Figure 20] This is a flowchart showing the procedure for registering player cards. [Figure 21] This is a flowchart illustrating the procedure for registering player cards in other embodiments. [Figure 22] This is a flowchart showing the procedure for registering an alternative card. [Figure 23]This diagram illustrates an example of how ownership of a standard card 20 used in a game device 10 can be transferred to another player 22. [Modes for carrying out the invention]

[0040] One embodiment of the present invention will be described below with reference to the drawings. Figure 1 is a perspective view showing the overall configuration of one embodiment of the game device according to the present invention. Figure 2 is a perspective view showing the terminal device operated by each player of the game device according to the present invention. As shown in Figures 1 and 2, the game device 10 consists of two large panel displays 12, a main control unit 14 that controls the display of the large panel displays 12, and a plurality of (eight in this embodiment) terminal devices 16a to 16h that are communicatively connected to the main control unit 14.

[0041] In this embodiment, the game device 10 is capable of playing a soccer game and can be applied to other sports (for example, team sports such as baseball, rugby, American football, and hockey). It can also be applied to competitive games where players control characters with parameters such as stamina, attack power, and defense power to compete against each other. The large panel display 12 displays images such as an overall image of the soccer field, a digest of the match from all seats, and the match results from all seats. Players participating in the game for the first time purchase the starter set (items) necessary for the game and then take a seat at one of the seats where terminal devices 16a to 16h are installed. This starter set includes an IC card (player information recording medium) 18 used as a recording medium to record practice results, match results, etc., and 11 player cards (items) 20 printed with photographs of each soccer player. The player cards 20 are standard cards in this embodiment. In this embodiment, cards will be used as an example of an operating medium / operating item in the following description. However, the operating medium is not limited to cards. Any item that can serve as an operating means (play item) for game progression, such as a card with a figurine such as a doll or animal attached, a rectangular or cubic object, a cylindrical or prism-shaped object, a cone or pyramidal object, a semi-circular or dome-shaped object, or a coin-shaped item, is also applicable to the present invention.

[0042] As described later, each player card 20 has a different player's photograph printed on its front, and a data pattern (character data) for identifying the individual player printed on the front is recorded on its back. In addition, the IC card 18 stores player information that can identify at least the player 22. Therefore, by reading the player information stored on the IC card 18 and referring to the database stored in the storage device of the main control unit 14, the data necessary for the game can be obtained, and it can be confirmed that the player 22 is qualified to participate in the game. Furthermore, in this embodiment, the game can be played using the alternative card 21, which will be described later.

[0043] Since terminal devices 16a to 16h have the same configuration, terminal device 16a will be described here. Terminal device 16a includes a playfield 24 for placing player cards 20 and substitute cards 21 owned by player 22, a monitor 26 that displays images of practice and matches of the soccer team created by player 22, an IC card reader / writer 28 into which an IC card 18 is inserted, and a card issuing unit 30 that dispenses player cards after the game ends. On the left side of the playfield 24 are tactical instruction buttons 32a to 32c for selecting and instructing tactical menus, and on the right side of the playfield 24 are input buttons 34a and 34b for instructing player power, etc. Player 22 can give instructions to players during practice and matches by operating the tactical instruction buttons 32a to 32c. In other words, player 22 can use the tactical instruction buttons 32a to 32c to give tactical instructions, such as a side attack, to instruct a shot at the goal, or to switch the camera view of the match scene displayed on monitor 26.

[0044] Figure 3 is a block diagram showing the system configuration of the game device in this embodiment. The main control unit 14 is connected via a LAN (Local Area Network) 38 hub 40 to a large panel control unit 36 ​​for displaying and controlling the large panel display 12, to each terminal device 16a to 16h, and to an external network (not shown).

[0045] The large panel control unit 36 ​​includes a CPU 42, memory (RAM) 44, input / output interface 46, sound circuit 48, and graphic display circuit 50. The memory (RAM) 44 stores various image data to be displayed on the large panel display 12 (for example, an overall image of the soccer field, images of each player in action, a highlight reel of the current match, or goal scenes from past matches), and a control program that selects and prioritizes the various image data to be displayed on the large panel display 12 for sequential display. The input / output interface 46 is connected to the main control unit 14 and switches 52 for operating the large panel display 12. The sound circuit 48 is connected to a sound amplifier 54 that outputs sound corresponding to the various images displayed on the large panel display 12. The graphic display circuit 50 displays the selected image (for example, an overall image of the soccer field, images of each player in action, a highlight reel of the current match, or goal scenes from past matches) on the large panel display 12 based on control signals from the CPU 42.

[0046] Each terminal device 16a to 16h also has a CPU 62, memory (RAM) 64, input / output interface 66, sound circuit 68, and graphic display circuit 70. The memory (RAM) 64 stores various image data to be displayed on the monitor 26 (for example, various game selection images and images of each player in action), and a control program. In addition to the main control unit 14, the input / output interface 66 is connected to an IC card read / write 28, an image sensor 56 for reading card data stored on the back of the player card 20, and a switch 72 for operating the monitor 26. The sound circuit 68 is connected to a sound amplifier 74 that outputs sound corresponding to the various images displayed on the monitor 26. The graphic display circuit 50 displays the image selected by the control signal from the CPU 62 on the monitor 26.

[0047] Figure 4 is a top view of the playfield 24. Figure 5 is a longitudinal cross-sectional view of the enclosure 76 to which the playfield 24 is attached. As shown in Figures 4 and 5, the playfield 24 consists of a transparent glass plate 78 that is attached to cover the top opening 76a of the enclosure 76, and a thin playfield sheet 80 laminated on the upper surface of the glass plate 78.

[0048] The player cards 20 and substitute cards 21 are placed on the top surface of the playfield sheet 80. Inside the casing 76 are a light source 82 that irradiates the backs of the player cards 20 and substitute cards 21 placed on the playfield 24 with infrared (invisible light), a first filter 84 that removes visible light from the light emitted from the light source 82, an image sensor 56 that captures the pattern of card data stored on the backs of the player cards 20 and substitute cards 21 placed on the playfield 24, a first reflector 86 that reflects the reflected light reflected from the backs of the player cards 20 and substitute cards 21 upward, a second reflector 88 that guides the reflected light (invisible light) reflected by the first reflector 86 to the image sensor 56, and a second filter 90 that removes ambient light (visible light) contained in the reflected light reflected by the reflectors 86 and 88. The light source 82 consists of a light-emitting diode (LED) that emits invisible light that is invisible to the naked eye, such as infrared or ultraviolet light. Of course, the first filter 84 can be removed when no visible light is emitted from the light source 82.

[0049] The first reflector 86 is supported on the lower inclined portion 76b of the housing 76 so as to be inclined at a predetermined inclination angle α with respect to the horizontally positioned playfield 24. The second reflector 88 is mounted at an inclination angle corresponding to the mounting angle of the first reflector 86.

[0050] Since the cabinet 76 has a downward sloping portion 76b, when a player 22 is seated, the player 22's feet can be inserted below the downward sloping portion 76b. As a result, when arranging player cards 20 and substitute cards 21 on the playfield 24, the player 22 can reach to the back of the playfield 24 and place the player cards 20 and substitute cards 21 anywhere on the front surface of the playfield 24.

[0051] From inside the sealed enclosure 76, infrared light (invisible light) with visible light filtered out from the light source 82 is irradiated onto the playfield 24. Therefore, even if you look at the playfield 24 from above, you cannot see inside the enclosure 76.

[0052] Figure 6 is a plan view showing an enlarged view of the playfield 24 and control section of the terminal device 16a. As shown in Figure 6, the top surface of the housing 76 is provided with the playfield 24 and the tactical instruction buttons 32a to 32c and input buttons 34a and 34b operated by the player. The top surface of the playfield 24 has a player card placement area 92 for placing player cards 20 for regular players and substitute cards 21, and a sub-player card placement area 94 for placing player cards 20 for reserve players and substitute cards 21.

[0053] Additionally, Player 22 can place 11 player cards 20 from their hand into the active player card placement area 92, and can place up to 5 player cards 20 as reserve players in the sub-player card placement area 94.

[0054] Additionally, the operation instruction button 32a is operated as a select button to move the cursor upwards on the menu image displayed on the monitor 26, the operation instruction button 32b is operated as a confirm button, and the operation instruction button 32c is operated as a select button to move the cursor downwards on the menu image displayed on the monitor 26.

[0055] Furthermore, input button 34a is an operation button for changing the parameters of the player cards 20 and substitute cards 21 arranged in the player card placement area 92 to the full power level, and input button 34b is an operation button for changing the parameters of the player cards 20 and substitute cards 21 arranged in the player card placement area 92 to the stamina conservation level.

[0056] Before starting the game, player 22 inserts the IC card 18 into the IC card reader / writer 28 to have the player information stored on the IC card 18 read by the terminal device 16. The terminal device 16 stores various data associated with the read player information in the RAM 64 via the LAN 38 from the main control unit 14.

[0057] Figure 7 is a plan view showing an example of the printing pattern for the playfield 24. As shown in Figure 7, the reverse side of the playfield sheet 80 for the playfield 24 has a white line frame 96 indicating the player card placement area 92 and a line frame 98 indicating the substitute player card placement area 94 printed on it. Furthermore, the reverse side of the playfield sheet 80 divides the player card placement area 92 into three blocks: a forward area 100 for placing forward (FD) player cards 20, a midfielder area 102 for placing midfielder (MD) player cards 20, a defender area 104 for placing defender (DF) player cards 20, and a goalkeeper area 105 for placing goalkeeper (GK) player cards 20, which are printed with different shades of green ink, for example.

[0058] Each of these areas 100, 102, 104, and 105 is printed with infrared-transmitting pigment ink so that the card data (the player identification data printed on the card) recorded on the back of the player card 20 can be recognized. In addition, the sub-player card placement area 94 is printed on the back of the playfield sheet 80, for example, with brown ink, and has five yellow line frames 106 printed on it so that up to five reserve player cards 20 can be placed there.

[0059] In the game device 10, for example, the position of each player is determined by the player printed on each player card 20, and when the area on which each player card 20 is placed matches the position of the player printed on that player card 20, the player parameters and team parameters are set to their normal values.

[0060] However, if the area on which each player card 20 is placed does not match the position of the player printed on that player card 20, the player parameters and team parameters will be set to lower values. For example, if a forward (FD) player card 20 is placed in the defender area 102, it will have an effect such as weakening the team's offensive power.

[0061] Furthermore, the manager, Player 22, can decide which player cards 20 to place in each of the three areas 100, 102, and 104. Player 22 can also decide which formation to start the game with: 3-3-4, 3-4-3, or 4-3-3, based on the number of player cards 20 placed in each area 100, 102, and 104.

[0062] Figure 8 is a longitudinal cross-sectional view showing an enlarged view of the cross-sectional structure of the playfield 24. As shown in Figure 8, the playfield 24 has a laminated structure in which a playfield sheet 80 is placed on the upper surface of a reinforcing glass plate 78. The playfield sheet 80 is made of transparent polycarbonate resin and serves to protect the above-mentioned areas 100, 102, 104, the sub-player card placement area 94, the white line frame 96, the yellow line frame 106, etc., which are printed on the lower surface. Furthermore, fine irregularities (also called "texture") 110 are formed on the upper surface of the playfield sheet 80.

[0063] The presence of these fine irregularities 110 on the surface prevents the player cards 20 and substitute cards 21 from sticking to the surface when placed on it, allowing the player cards 20 and substitute cards 21 to be easily picked up and moved. Furthermore, because the playfield sheet 80 has fine irregularities 110 on its surface, external light is scattered and it becomes semi-transparent, also serving as a screen to prevent the inside of the cabinet 76 from being seen. Moreover, since the light source 82 emits invisible light, the inside of the cabinet 76 is completely dark even when the playfield 24 is viewed from above, and the player 22 cannot see inside the cabinet 76.

[0064] Furthermore, the ink layer 108 uses pigment inks that transmit infrared light other than black and white. This is because the card data is recorded on the back of player card 20 in a black and white pattern when viewed with invisible light.

[0065] Next, the card data stored on the back of player card 20 will be explained with reference to the diagram. Figure 9 shows an example of the card data stored on the back of player card 20.

[0066] In this embodiment, a circular code pattern is used to detect the position and angle of the card data printed on the back of the player card 20. While this embodiment uses a circular code pattern for position and angle detection of each card, the game device according to the present invention can also utilize other methods, such as strip barcodes, stacked or matrix-type two-dimensional barcodes, magnetic codes, or electronic tags, as long as the device is equipped with data stored in the card data and a separate reading means capable of reading that data. This applies not only to position and angle detection data, but also to character data and unique card data described later. Furthermore, while this embodiment uses a circular code pattern to detect the position and angle of the player card 20 on the playfield 24, the device may also detect only the card coordinate position or orientation (angle).

[0067] In this embodiment, the detection of the card coordinate position, orientation (angle), and ID code obtained by reading the data pattern recorded on the back of the player card 20 is performed in separate steps. First, the position coordinates of the player card 20 are detected for almost the entire area of ​​the playfield 80 (step 1), then the angle is detected for the detected position coordinates (step 2), and finally the ID data of the card is decoded for the detected position coordinates and angle (step 3).

[0068] Figure 9 shows an example of a code pattern in this embodiment. As shown in Figure 9, a code pattern 170 consisting of multiple patterns with different radii is printed on the back of the player card 20. This code pattern 170 has a card position detection circle 172, a position angle detection pattern area 174 formed on the outer circumference of the card position detection circle 172, an ID data area 176 formed outside the position angle detection pattern area 174, an annular white area 178 formed inside the card position detection circle 172, a data area 180 formed inside the annular white area 178, and a center point 182 formed inside the data area 180. The code pattern 170 is recognized by the difference in density between the black portion 170a and the white portion 170b.

[0069] Furthermore, code pattern 170 is printed using infrared-transmitting ink, making it impossible for the player to directly see it. This prevents player 22 or others from tampering with code pattern 170, modifying it, or counterfeiting cards that resemble code pattern 170.

[0070] Furthermore, the code pattern 170 has a card position detection circle 172, a position angle detection pattern area 174, an ID data area 176, an annular white area 178, and a data area 180, all formed concentrically around the center point 182. The ID data area 176, which has a radius larger than the short side of the card 20, is formed in an arc-shaped curve. In other words, in the ID data area 176, a portion of the outermost circular pattern, which is located at a radius larger than the short side of the rectangular card surface, is recorded in an arc shape, allowing the entire area of ​​the card surface to be used effectively.

[0071] Figure 10 shows an image of the back of the player card 20 captured by the image sensor 56. As shown in Figure 10, when the code pattern 170 is captured by the image sensor 56, the black and white areas are recognized as "1" and the black and white areas are recognized as "0". The white areas of the ID data area 176 and the data area 180 are shown by hatching, but they are not blank spaces; they display predetermined information in combination with the black areas.

[0072] In other words, the system is configured to extract a 1-bit signal from the combination of the black and white portions, and the arrangement pattern of the black and white portions differs depending on the predetermined information content, with this arrangement pattern of black and white portions functioning as a code pattern. In this embodiment, the size of each half-bit (one black or white portion) is determined so that it becomes 6 dots on the screen captured by the image sensor 56.

[0073] In the game device 10, it is unknown where the player cards 20 will be placed on the playfield sheet 80, and it is also unknown whether the player cards 20 will be placed in a uniform orientation or tilted in the direction of rotation. Therefore, it is necessary to determine the detection position and position angle before detecting the code pattern 170 printed on the back of the player cards 20.

[0074] Therefore, in this embodiment, the code position (center position) of the player card 20 is detected from the code pattern 170 by the brightness difference between the inside and outside of the card position detection circle 172. For this reason, white regions 171 and 173 are formed in annular shape on the inside and outside of the card position detection circle 172, thereby clearly defining the brightness difference between the inner and outer circumferences of the card position detection circle 172. Since the card position detection circle 172 is a circle, it is possible to detect the position regardless of the orientation (position angle) of the card 20.

[0075] Furthermore, to detect the position angle of the code pattern 170 (the orientation of the card 20), the circumferential spacing of the protrusions 174a to 174d of the position angle detection pattern region 174, which project radially outward from the outer circumference of the card position detection circle 172, is detected and determined. Therefore, the circumferential spacing of each protrusion 174a to 174d is not equal, but rather different, and the position angle of the card 20 is determined by detecting these different spacings.

[0076] Furthermore, the value of each bit is determined by the brightness difference between two adjacent half-bit regions. When determining the brightness of each region, to minimize the effects of blurring and errors during position and angle detection, the parts right at the boundaries are not used, and the brightness of the center of each region is extracted.

[0077] As shown in Figure 11, the starting positions S1 to S4 of the bits in the ID data area 176 and the data area 180 differ for each player card 20.

[0078] As shown in Figure 12, 16 bits of information consisting of pattern data 0 to 15 are obtained in the ID data area 176 and the data area 180. Each pattern data 0 to 15 consists of the black portion and the white portion, and in order to make it easier to distinguish from the image data captured by the image sensor 56, the area of ​​one of the black and white portions is set to be large, thereby preventing misrecognition of the data.

[0079] Here, we will describe the card position coordinate detection process executed by the CPU 62 of the terminal device 16. First, when a player card 20 is placed on the playfield sheet 80, the position coordinates of the player card 20 are detected. Here, the position coordinates are detected by detecting a card position detection circle 172 consisting of a circular code pattern, so that the position angle of the card 20 does not affect the detection, and the position coordinates can be detected at high speed.

[0080] Therefore, in the card position coordinate detection process, the position of the card 20 is detected by measuring the brightness difference between the black portion of the card position detection circle 172 and the white regions formed inside and outside it, using pattern matching, based on the code pattern 170 shown in Figures 10 to 12.

[0081] As shown in Figures 13(A) to (D), the card position coordinate detection method recognizes the position of card 20 by detecting the position of the card position detection circle 172 in the image data captured by the image sensor 56, since the position of the card position detection circle 172 is the position of card 20.

[0082] As shown in Figure 13(A), the inside of the card position detection circle 172 is divided into 12 regions R1 to R12 for evaluation. Two pairs of points, indicated by white dots 182 and black dots 184, are placed in each of the 12 divided regions R1 to R12. At these two pairs of points, white dot 182 is considered positive and black dot 184 is considered negative, and their respective brightness values ​​are added together to obtain the evaluation value for each region R1 to R12.

[0083] Figure 13(B) shows the arrangement pattern of white dots 182 and black dots 184 with respect to the inner periphery of the card position detection circle 172. Based on this arrangement pattern of white dots 182 and black dots 184, the inner periphery of the card position detection circle 172 is evaluated using the card position detection circle 172 and its inner region 186 to obtain inner periphery data. This allows for the recognition of the approximate coordinate position of the player card 20.

[0084] The hatched area representing the card position detection circle 172 is assigned an evaluation value of 0. Furthermore, coordinates where all evaluation values ​​of the 12 divided regions exceed the set threshold A, and where 10 of those regions (which can be changed in the settings) exceed threshold B, are stored as candidate card coordinates. At this time, the sum of the evaluation values ​​of all regions is stored as the evaluation value N of that coordinate.

[0085] Next, the card coordinates stored as candidates for card coordinates are evaluated using the 12-division pattern 188 shown in Figure 13(C). This 12-division pattern 188 is evaluated using the outer periphery of the card position detection circle 172 and its outer region. Figure 13(D) shows the arrangement pattern of white dots 190 and black dots 192 with the outer periphery of the card position detection circle 172 as the boundary. Based on this arrangement pattern of white dots 190 and black dots 192, the outer periphery of the card position detection circle 172 is evaluated using the card position detection circle 172 and the white region of the position angle detection pattern region 174 formed outside of it to obtain outer periphery data. This allows for the recognition of the precise coordinate position of the location where the player card 20 is placed.

[0086] As described above, four pairs of points, represented by white dot 190 and black dot 192, are placed in each of the 12 divided regions R1 to R12. At these points, white dot 190 is treated as positive and black dot 192 as negative, and their respective luminances are added together. This added value is used as the evaluation value for each region R1 to R12. Hatched areas are treated as 0. Then, coordinates where all evaluation values ​​for each region R1 to R12 exceed the set threshold C, and where 9 of these (which can be changed depending on the setting) exceed the threshold D, are stored as candidate card coordinates. At this time, the sum of the evaluation values ​​for all regions R1 to R12 is stored as the evaluation value M for that coordinate. The sum of evaluation value N and evaluation value M is the evaluation value Σ for that coordinate.

[0087] Once all coordinates have been evaluated or the number of candidate coordinates exceeds the set limit, thinning is performed by removing the coordinates with the smallest evaluation values ​​from multiple candidate coordinates that are less than or equal to the set thinning distance. The coordinates with the largest evaluation values ​​that remain after thinning are set as the coordinate positions for player card 20.

[0088] Next, the card angle detection process performed after card position detection will be described with reference to FIGS. 14 and FIGS. 15(A) to (C). As shown in FIG. 14, in the card angle detection process, angle detection is performed for the coordinates at which the card position is detected. As this angle detection method, the circumferential direction intervals of the protrusions 174a to 174d of the position angle detection pattern region 174 (shown by hatching in FIG. 14) that radially protrude from the outer periphery of the card position detection circle 172 are detected and discriminated. Thus, since the coordinates for which the angle detection process is performed are narrowed down by the position detection, the processing time is shorter than that for all coordinates.

[0089] The position angle (orientation) of the player card 20 placed on the playfield sheet 80 is set such that the circumferential direction intervals L1 to L4 of the protrusions 174a to 174d that protrude from the outer periphery of the position angle detection pattern region 174 are set to predetermined intervals, and the intervals L1 to L4 are arranged at different intervals such that L1 < L2 < L3 < L4. Therefore, by scanning the detection positions of the protrusions 174a to 174d, the position angle of the player card 20 can be known from the time intervals of the detection pulses.

[0090] In the present embodiment, angle detection is performed by pattern matching by comparing the detection pulse patterns of the protrusions 174a to 174d with the patterns stored in advance. For example, assuming that the width (dimension in the circumferential direction) of each of the protrusions 174a to 174d for angle detection is 1, they are arranged such that the ratio of the intervals L1:L2:L3:L4 of the protrusions 174a to 174d is 3:4:5:8. Thus, by changing the ratio of the intervals L1 to L4, misrecognition of the angle detection is prevented.

[0091] Note that instead of changing the ratio of the intervals L1 to L4 of the protrusions 174a to 174d, the widths (dimensions in the circumferential direction) of the protrusions 174a to 174d may be changed to different dimensions. Also, the position angle detection pattern region 174 is made as large as possible up to the limit of the width of the player card 20 to reduce the detection error.

[0092] As shown in Figures 15(A) to (C), in the detection method for each protrusion 174a to 174d, the edge (side edge) is detected from the density difference (luminance difference) between the white of the position angle detection pattern region 174 and the black of each protrusion 174a to 174d. The intervals L1 to L4 above correspond to the time intervals of these detection signals. When an edge of each protrusion 174a to 174d is detected, the detection signal for the edge switching from white to black rises to the + side, and the detection signal for the edge switching from black to white falls to the - side. Therefore, the interval L between the - side detection signal and the next detected + side detection signal coincides with one of the intervals L1 to L4 for each protrusion 174a to 174d.

[0093] In this embodiment, the position angle detection pattern area 174 is used to extract luminance data Y[n] (when the angle is n) in 1° increments from 0° to 359°, and the edge value is extracted using Edge[n]=V[n-1]-V[n+1]. Note that in the playfield sheet 80, the upward direction in front of the player is defined as the reference angle 0°.

[0094] Then, the sum of the product of the filter signal (pre-registered) shown in Figure 15(A) and the detection signals of the circumferential edges of each protrusion 174a to 174d shown in Figure 15(B) is calculated by shifting the value by 1° at a time. When the filter signal and the edge detection signal coincide at any given angle, the sum is maximized. Therefore, the point where the sum is maximized, as shown in Figure 15(C), is defined as the angle (orientation) α of the card 20. Accordingly, it is determined that the player card 20 placed on the playfield sheet 80 is oriented at an angle α clockwise relative to the reference angle (0°).

[0095] If the lighting on the player card 20 is not uniform, the detection level may be lower than the detection level of the spacing between the white areas, making it difficult to distinguish them from noise. In contrast, in this embodiment, by evaluating the detection value of the circumferential edge of each protrusion 174a to 174d as described above, even if the lighting on the player card 20 is not uniform, the lighting is treated as nearly uniform in a very narrow range and relative processing is performed, allowing each protrusion 174a to 174d to be accurately detected, thus enabling more accurate detection of position and angle.

[0096] Here, we will explain the ID decoding process for reading ID data area 176 and data area 180.

[0097] As described above, once the position coordinates and position angle of the player card 20 are known, the bit positions formed in the ID data area 176 and the data area 180 are uniquely determined, so the discrimination process is performed accurately without misrecognition. Furthermore, in this embodiment, since decoding is only required for the position coordinates of the detected player card 20, the card information can be read in a short time.

[0098] As shown in Figures 9 to 12 above, the code patterns formed in the ID data area 176 and data area 180 are such that each code (black area 170a and white area 170b) is composed of an area of ​​approximately 6 dots x 6 dots, which constitutes a half-bit (black area 170a or white area 170b), and the entire area within the half-bit is either white or black. In adjacent code pattern areas, a combination of black area 170a and white area 170b always constitutes one bit. This makes it possible to determine each bit of the code pattern by the relative brightness difference, even when it is not possible to determine the absolute value of brightness due to uneven lighting, etc.

[0099] As shown in Figure 12, the data area 180 located inside the card position detection circle 172 contains code patterns 0 to 3, each consisting of 4 bits. The positions of these patterns are calculated from the card position coordinates and position angles detected as described above, and the evaluation value of each half-bit area is determined. In this case, the evaluation value is the sum of multiple dots within the data area 180 displayed at the card position in the image captured by the image sensor 56.

[0100] In this way, by using the sum of multiple dots as the evaluation value, the impact of dead pixels or noise can be minimized. Alternatively, if a single dot can be accurately evaluated, the value of that single dot can be used as the evaluation value.

[0101] In this case, the boundary portion of data area 180 should not be used, as errors in position coordinates and angle detection, as well as blurring during shooting, may interfere with the calculation of accurate evaluation values.

[0102] Similarly, the ID data area 176 located outside the card position detection circle 172 contains 12-bit code patterns 4 to 15. The evaluation values ​​of code patterns 4 to 15 are also calculated to determine each bit of the card data stored in the player card 20. At this time, if the difference between the evaluation values ​​of the white and black parts of each bit exceeds the threshold E, the code is registered as valid if the number of such codes exceeds the threshold E is greater than or equal to the set number. If the number of such codes does not exceed the threshold E, the code is deleted as invalid.

[0103] Furthermore, a parity (error detection code) bit is set, and any code that results in a parity error is deleted as an invalid code. Then, the bit array recognized as a correct value is decoded according to the ID decoding table (not shown) to obtain the ID data of the player card 20. In this embodiment, the two most significant bits of the 16 bits are the parity bits, and the parity is calculated; if an error occurs, the code is deleted as an invalid code.

[0104] In this embodiment, the character data of the player card 20 corresponds to the type of player card 20. Generally, the number of card types used in this type of card game is at most a few thousand, so as described above, using the upper two bits of the 16 bits as parity bits is sufficient to handle them.

[0105] In contrast, when assigning unique card data to every card, popular card games can have a total number of cards issued exceeding several hundred million. Therefore, it is possible to address this by using, for example, a 13-digit barcode as the unique card data (unique ID).

[0106] Next, we will explain the aspect ratio correction of the image captured by the image sensor 56. Depending on the model of the image sensor 56, the aspect ratio of the pixels may not be 1:1. In that case, if the image is rotated as is, the image will be distorted and difficult to handle, so aspect ratio correction processing is performed. For example, if the aspect ratio of the pixels is 1.29:1, the pixels are vertically multiplied by 1.29 to become square pixels.

[0107] Next, the lens distortion correction process for the image sensor 56 will be described. When there is lens distortion in the image sensor 56, it is necessary to correct it and remove the distortion as follows. In that case, for example, the focal length of the image sensor 56 is set to 4.8 mm. Then, the image of the image sensor 56 is manually adjusted so that 500 mm at 100% magnification is 440 dots (0.88 dots / mm). In this embodiment, it is also possible to automatically adjust the magnification by determining it from the reference marker 200 captured by the image sensor 56.

[0108] Reference markers 200, consisting of black rings as shown in Figure 16(A), are placed at the four corners of the playfield sheet 80. Then, marker position detection processing for setting reference coordinates is performed from the image of the playfield sheet 80 captured by the image sensor 56. The coordinates of the reference markers 200 placed at the four corners of the playfield sheet 80 are then recognized.

[0109] A Sobel filter is used to recognize the reference marker 200. As shown in Figure 16(B), the Sobel filter detects the marker pattern 202 from the density difference of the contour of the reference marker 200, thereby recognizing the contour of the reference marker 200. By extracting the contour of the reference marker 200 in this way, the offset component can be removed.

[0110] In the contour extraction process for the reference marker 200, a Sobel filter is used to extract the contour of the reference marker 200. The position where the sum of the contour values ​​of the reference marker 200 is maximized becomes the coordinate of the reference marker 200. Then, the position coordinate of the playfield sheet 80 is corrected by pattern matching with the position of this reference marker 200.

[0111] Figure 17 is a flowchart showing the processing procedure for recognizing the card data stored on the back of the player card 20 described above. As shown in Figure 17, when a coin is inserted, the CPU 62 of the terminal device 16a performs an aspect ratio correction process in step S111. This aspect ratio correction process corrects the aspect ratio of the pixels to 1:1 so that they become square pixels, because the aspect ratio of the pixels may not be 1:1 depending on the model of the image sensor 56 mentioned above.

[0112] Next, in step S112, a spherical correction filter process is performed to correct the distortion of the lens of the image sensor 56. This spherical correction filter process removes image distortion caused by distortion of the lens system of the image sensor, thereby obtaining a distortion-free image.

[0113] Next, in step S113, a reference coordinate marker position detection process is performed. As mentioned above, this reference coordinate marker position detection process extracts and recognizes the outlines of the reference markers 200 provided at the four corners of the playfield sheet 80 (step S113a).

[0114] In the next step, S113b, pattern matching is performed with the detection positions of reference markers 200 provided at the four corners of the playfield sheet 80. That is, the detection positions of the reference markers 200 are compared with reference marker pattern data stored in the database in advance to determine the amount of misalignment, and the misalignment of the image captured by the image sensor 56 is corrected according to this amount of misalignment.

[0115] In the next step, S114, as shown in Figures 13(A) to (D) above, card position detection processing is performed for all coordinates on the playfield sheet 80. In step S114a, pattern matching processing is performed. That is, points are assigned by comparing with the pre-registered pattern data for each rotation position, and the entire image is searched by shifting one pixel at a time, and coordinates and angles with values ​​above a certain level are stored. In the next step, S114b, since only coordinates above a certain level have been distinguished, unnecessary coordinates are also included, so a decimation process is performed to remove the extra pixels.

[0116] In the next step, S115, the card angle detection process is performed. As shown in Figures 14 and 15(A) to (C) above, this card angle detection process detects edges from the density difference between the white area of ​​the position angle detection pattern region 174 and the black area of ​​each protrusion 174a to 174d. The card position angle is determined by pattern matching the time axis interval of this detection signal (step S115a).

[0117] In the next step S116, an image of brightness is extracted from the card position coordinates and angle mentioned above, and as shown in Figures 11 and 12 mentioned above, the brightness difference formed in the ID data area 176 and data area 180 is read out, for example, if the left-right brightness difference is black and white = 0, black and white = 1. Then, the ID codes of code patterns 0 to 15 stored in the ID data area 176 and data area 180 on the back of the player card 20 are detected.

[0118] Figure 18 is a plan view showing the replacement card 21 in this embodiment, where Figure 18(a) shows an example of the front surface of the replacement card 21, and Figure 18(b) shows an example of card data stored on the back surface of the replacement card 21.

[0119] As shown in Figure 18(a), the front side of the alternate card 21 has the words "Alternate Card" printed in the card name fields 211 at the top and bottom of the long side of the rectangle. In addition, a unique ID 212 for identifying the alternate card 21 is displayed in the center of the front side of the alternate card 21. In the soccer game of this embodiment, 11 regular players and up to 5 substitute players can be used in one game, so up to 16 alternate cards 21 can be used. Therefore, up to 16 alternate cards 21 are each assigned a unique ID 212 for individual identification.

[0120] As shown in Figure 18(b), the back of the replacement card 21 has a code pattern 220 printed on it, which is a part of the code pattern 170 stored on the back of the player card 20 described above. This code pattern 220 has a card position detection circle 222, a position angle detection pattern area 224 formed on the outer circumference of the card position detection circle 222, an annular white area 228 formed inside the position angle detection pattern area 224, and an ID data area 230 formed inside the annular white area 228. The code pattern 220 is not stored in the area 232 (the area where the center point 182 of the player card 20 shown in Figure 9 is printed) of the ID data area 226 outside the position angle detection pattern area 224 and the ID data area 230 formed inside the annular white area 228 in the code pattern 170 that was printed on the back of the player card 20. This code pattern 220 is also recognized by the difference in density between the black area 220a and the white area 220b, similar to the code pattern 170 shown in Figure 9.

[0121] This replacement card 21 is identified as such when it is detected that the center point 182 shown in Figure 9 is not printed in the inner region 232 of the ID data area 230. In this embodiment, an example was shown in which a player card 20 or a replacement card 21 is identified based on the presence or absence of the center point 182 shown in Figure 9. However, since this identification process only requires one bit of information, one bit of identification information may be stored in a location other than the center region 232 of the replacement card 21 (for example, any location in the outer region 226 of the position angle detection pattern area 224).

[0122] Furthermore, in this embodiment, ID data unique to each alternate card 21 is stored in the ID data area 230 formed inside the annular white area 228. As explained in Figure 12, since 4 bits of identification information can be stored in the ID data area 230 inside the annular white area 228, up to 16 alternate cards 21 can be individually identified. If it is necessary to identify even more alternate cards 21 depending on the type of game, 16 bits of identification information can be stored by using the area 226 outside the position angle detection pattern area 224 described above.

[0123] The process of detecting the position and angle of the substitute card 21 placed on the playfield 24 is the same as the process in steps S114 and S115 in Figure 17 described above. In the case of the substitute card 21, in step S116 of Figure 17, the process of identifying that it is the substitute card 21 and the process of decoding the ID data are performed.

[0124] Next, the gameplay and control processes of the game device 10 configured as described above will be explained. Figure 19 is a flowchart showing the basic gameplay processes performed by the main control unit 14 and terminal device 16 of the game device 10 in this embodiment.

[0125] In step S201, the CPU of the main control unit 14 performs a process to authorize each terminal device 16a to 16h to start a new game. That is, if the previous game is in progress, permission to start a new game is not granted. Once all the processes for ending the previous game are complete, the CPU performs a game execution permission process and controls each terminal device 16a to 16h to a state where a new game can be played. At this time, the insertion of new coins and investment of credits become available, and preparations for game execution are made.

[0126] Next, in step S202, the game device 10 reads the player information stored in the IC card 18 inserted into the IC card reader / writer 28, which is the player information reading means in this embodiment, and displays a screen prompting the player 22 to enter a password on the monitor 26 of the terminal device 16, and performs authentication processing for the player 22.

[0127] Next, in step S203, a process is performed to determine whether the player 22 who underwent authentication in step S202 is playing this game for the first time. If it is determined that the player is playing the game for the first time, the process proceeds to step S204. If it is determined that the player is playing the game for the second time or later, the process proceeds to step S205.

[0128] In step S204, the main control unit 14 stores the character data of the player card 20 included in the starter set in its database, linked to the player information of player 22 who is playing the game for the first time. At this time, initial values ​​are stored in the memory areas for match record data, level data, and ranking data, which are stored linked to the player information.

[0129] In step S205, the CPU of the main control unit 14 performs matching processing between players 22 who have entered each terminal device 16a to 16b, or between players 22 and virtual teams stored in the game device 10. The CPU of the main control unit 14 performs matching processing to match players 22 with similar level data or ranking data from the player information of each player 22, and if there are no opponents of the same level, it selects a virtual team of the same level from the virtual teams mentioned above and performs matching processing. Alternatively, the system may be configured to proceed with the matching processing in the order in which the players 22 entered. Once the matching processing is complete, the large panel display 12 displays a table of the determined match pairings, etc.

[0130] Next, in step S206, the player 22 registers the player cards 20 or substitute cards 21 that they have set on the playfield 24 as the players to be used this time. The player 22 selects 11 regular players from the player cards 20 they own and selects 5 reserve player cards 20. Then, the player 22 places the 11 regular player cards 20 in the forward area 100, midfielder area 102, defender area 104, and goalkeeper area 105 (see Figure 7) of the player card placement area 92 formed on the playfield 24, and places the 5 reserve player cards 20 in the substitute player card placement area 94. Up to 5 reserve player cards 20 can be placed in the substitute player card placement area 94, but if the player 22 only has regular players' cards, the game can be played without placing any in the substitute player card placement area 94. The process of registering player cards will be described in detail separately with reference to the flowcharts in Figures 20 and 22.

[0131] Once the player card registration process in step S206 is completed, the match progression process takes place in step S207. In the match progression process, player 22 plays against another player's team or a computer-controlled virtual team. Once the match starts, player 22, as a manager, considers tactics while watching the match progress displayed on monitor 26, and moves the player cards 20 placed on the playfield 24, makes substitutions, and advances the game. The match automatically ends after a predetermined amount of time has elapsed. Note that the match progression process is a well-known technology, so a detailed explanation is omitted.

[0132] During the game progress processing, the CPU 62 of the terminal device 16 generates character images based on the character data of the player card 20 or substitute card 21 registered in step S206. The CPU 62 displays the generated character images on the monitor 26 screen, along with the game background image, etc., at positions corresponding to the positions detected based on the position detection circles 172 and 222. The CPU 62 is the character image generation means in this embodiment, and the monitor 26 is the image display means in this embodiment.

[0133] In this embodiment, when player 22 rubs cards 20 and 21 on the playfield 24, it becomes possible to control the characters corresponding to those cards 20 and 21. At this time, if the card controlled by player 22 is a normal card 20, the CPU 62 processes the display of only the movement of the character image on the monitor 26. On the other hand, when player 22 controls an alternate card 21, the CPU 62 displays the movement of the character image corresponding to the alternate card on the monitor 26, and also processes the display of information printed on the normal card 20, such as the character's name, ability values, and attributes, in a predetermined area of ​​the monitor 26 screen. The CPU 62 is the image display control means in this embodiment.

[0134] Furthermore, during the match, highlights of each match are displayed on the large display panel 12. By displaying highlights of the matches on the large panel display 12 as needed, it is possible to prevent customers waiting in line other than the players 22 from getting bored, and to appeal to customers who have participated in the game to the fun of the game, thereby increasing the effectiveness of attracting customers.

[0135] Once a predetermined time has elapsed since the start of the match and the match progress processing is complete, the process proceeds to step S208, where the match results are displayed. The match results are displayed on the monitor 26 of the terminal device 16 operated by each player 22, and the results of all matches are displayed on the large panel display 12.

[0136] When the game progression process is completed, in step S209, the dispensed card data reading means located near the card issuing unit 20 reads the character data of the player card 20 that is to be dispensed. Subsequently, the CPU of the main control unit 14, which is the ownership information updating means for the player card 20 in this embodiment, adds the ownership information of the player card 20 corresponding to the read character data to the ownership information linked to the player information, and updates and stores the ownership information stored in the database (step S210), before proceeding to the next step S211.

[0137] In step S211, the CPU 62 displays the character data of a new player card 20 on the monitor 26 of the terminal device 16 and displays a screen to the player 22 allowing them to choose whether or not to receive the player card 20. The player 22 operates the tactical instruction buttons 32a to 32c to select and decide whether or not to receive the new player card 20. This process in step S211 is the card dispensing selection means in this embodiment. If the player 22 selects to receive the new player card 20, the player card dispensing means is activated to dispense the player card 20 from the card issuing unit 30 (step S212). If the player 22 selects not to receive the new player card 20, the player card retrieval means is activated to retrieve the player card 20 into a collection box (not shown) inside the terminal device 16, and the basic gameplay process for one game is completed.

[0138] Furthermore, when adding ownership information for a new player card 20 to the ownership information linked to the player information, the system may be configured to not only record whether or not ownership exists, but also to record the total number of cards acquired so far. The system may also be configured to allow changes to the various parameters of the corresponding player card 20 according to the number of cards acquired. For example, by configuring the system so that the higher the number of acquired cards, the higher the basic parameters of the character of the corresponding player card 20, even player cards 20, which are generally called normal cards (common cards) with a high drop rate and low rarity value, can be configured so that by repeatedly acquiring the same normal cards due to their high drop rate, the parameter values ​​can become equivalent to those of rare cards. This makes it possible to provide a certain level of satisfaction to the player even when a player card 20 that has already been acquired is dispensed.

[0139] Next, with reference to Figures 20 and 22, the player card registration process in step S206 of Figure 19 will be explained. Once the matching process in step S205 of Figure 19 is completed and the opponent is determined, player 22 selects the player cards 20 or substitute cards 21 to be used in this game and sets 11 regular player cards 20 and up to 5 substitute player cards 20 in the designated positions on the playfield 24. Here, a player 22 who does not possess any player cards 20 can use up to 16 substitute cards 21 instead of the player cards 20 they own. After setting the player cards 20 or substitute cards 21, pressing the confirm button 32b activates the card data reading means of the terminal device 16, which then reads the code pattern 170 of the player cards 20.

[0140] Figure 20 is a flowchart showing the procedure for registering a player card when the player card 20 has character data corresponding to the card type stored in it.

[0141] In step S301, the CPU 62 of the terminal device 16 performs a process to determine whether a predetermined number of player cards 20 or substitute cards 21 are set on the playfield 24. If it is determined that the predetermined number of player cards 20 or substitute cards 21 are not set (a NO determination in step S301), an error is displayed on the monitor 26 (step S302) and the process returns to step S301. If it is determined that the predetermined number of player cards 20 or substitute cards 21 are set, the process proceeds to step S303.

[0142] In step S303, one card that has not undergone the card registration process described later in step S306 is extracted from the player cards 20 or substitute cards 21 set on the playfield 24, and the process proceeds to step S304.

[0143] In step S304, the CPU 62 reads the code patterns 170 and 220 of the card extracted by the card data reading means, and performs a process to identify whether the extracted card is a regular player card 20 or a substitute card 21 based on the read code patterns 170 and 220. In this embodiment, the presence or absence of the center point 182 shown in Figure 9 at the center of the read code patterns 170 and 220 is identified. If the presence or absence of the center point 182 is identified, it is determined to be a player card 20 and the process proceeds to step S305, and if the absence of the center point 182 is identified, it is determined to be a substitute card 21 and the process proceeds to step S308. The CPU 62 is the card identification means in this embodiment.

[0144] If it is determined in step S304 that the extracted card is a player card 20, the CPU 62 refers to the database of the main control unit 14 to check the ownership information of the extracted player card 20 and determines whether the extracted player card 20 is a card that player 22 has already acquired. If it is determined that the extracted player card 20 is not a player card that player 22 has already acquired (a NO determination in step S304), an error is displayed on the monitor 26 (step S307) and the process returns to step S301. If it is determined that the extracted player card 20 is a player card that player 22 has already acquired, the process proceeds to step S306.

[0145] In step S305, if it is determined that the extracted player card 20 is a player card 20 that player 22 has already acquired, in step S306, the CPU 62 processes the process of registering the character data of the player card 20 as the player card 20 to be used in the current game in the memory RAM 64 of the terminal device 16. The CPU 62 refers to the database of the main control unit 14 and processes the characteristic value data and attribute data set for the player card 20, which are linked to the character data of the registered player card 20, into the memory RAM 64 so that they can be used as data during the game progression process.

[0146] The characteristic values ​​set for player card 20 include mental attributes such as "Leadership," "Judgment," and "Mental Strength," skill attributes such as "Passing," "Dribbling," "Heading," and "Tackling," physical attributes such as "Kicking Power," "Running Speed," and "Stamina," and other characteristic values. In addition, attribute data such as "Player Name," "Age," "Hometown," "Experience Points," "Preferred Position," and "Preferred Tactics" are set. Furthermore, the characteristic value data and attribute data are configured to be updated as the card is used in the game.

[0147] If the card extracted in step S304 described above is determined to be the substitute card 21, the CPU 62 performs a substitute card registration process in step S308 to make the substitute card 21 usable in the current game. In this substitute card registration process, the substitute card 21 is registered in the memory RAM 64 of the terminal device 16 so that it can be used in place of the player card 20 owned by the player 22 in the current game. The procedure for the substitute card registration process will be explained in detail separately with reference to the flowchart in Figure 22.

[0148] In step S309, the CPU 62 determines whether the registration process for all player cards 20 and substitute cards set on the playfield 24 has been completed. If there are any unregistered cards, the CPU 62 repeats the processes described in steps S303 to S308. Once it is determined that all cards have been registered, the player card registration process ends and the process proceeds to step S207 in Figure 19.

[0149] Figure 21 is a flowchart showing the procedure for registering a player card when the player card 20 stores unique card data specific to that card. Here, the processing in steps S301 to S304 and steps S306 to S309 is the same as that shown in Figure 20.

[0150] The procedure for proceeding to step S306 when the determination in step S305 is YES is the same as in Figure 20.

[0151] In the determination process of step S305 described above, if it is determined that the card data is unique and not registered in the ownership information of player 22 (YNO in the determination process of step S305), the process proceeds to step S3051.

[0152] In step S3051, the CPU 62 refers to the owner information of the unique card data stored in the database of the main control unit 14 and performs a process to determine whether the unique card data not registered in the ownership information of player 22 is registered as owned by another player. In this determination process, if the owner information of another player is registered, an error message indicating that the use of the player card 20 is refused is displayed on the monitor 26 (step S307), and the process returns to step S301. On the other hand, if the unique card data not registered in the ownership information of player 22 is not registered as owned by any other player, the process determines that player 22 is the legitimate owner of the unregistered player card 20, and the ownership information is newly registered in the player's ownership information, updating the ownership information (step S3052), and proceeding to step S306.

[0153] In this embodiment, since the ownership information of player 22 is updated by using an unregistered player card 20 that is legally owned in the game, steps S209 and S210 in Figure 19 described above may be omitted. In this case, the terminal device 16 does not need a means for reading the dispensed card data, so the cost of the terminal device 16 can be reduced.

[0154] Figure 22 is a flowchart showing the procedure for registering an alternative card in step S308 shown in Figure 20. When the card extracted in the determination process in step S304 of Figure 20 is determined to be an alternative card 21, the card data reading means of the terminal device 16 reads the 4-bit identification information stored in the ID data area 230 inside the annular white area 228 of the code pattern 220 stored on the back of the alternative card 21 (step S401), and performs a process to determine whether the read alternative card ID is already registered or not (step S402). If the read alternative card ID is already registered as the ID of the alternative card 21 to be used this time, an error is displayed on the monitor 26 (step S403) and the process returns to step S401, and if it is determined to be unregistered, the process proceeds to step S404.

[0155] In step S404, the CPU 62 processes the process of displaying the player card selection screen 20 on the monitor 26 of the terminal device 16. The player 22 uses the tactical instruction buttons 32a to 32c to select and confirm one player card 20 from the player cards 20 displayed on the selection screen on the monitor 26.

[0156] In step S405, the CPU 62 refers to the ownership information of the player card 20 associated with the player information of player 22 and performs a process to determine whether the player card 20 selected by player 22 in step S404 is a player card 20 owned by player 22. If this determination process determines that a player card 20 not owned by player 22 has been selected, an error is displayed on the monitor 26 (step S406) and the process returns to step S301. If it determines that a player card 20 owned by player 22 has been selected, the process proceeds to step S407.

[0157] Furthermore, if, in step S404 described above, a player card list is generated by extracting only the player cards 20 that player 22 can select (own) from the player 22's ownership information and displaying it on the selection screen of monitor 26, then the processes in steps S405 and S406 described above become unnecessary.

[0158] In step S407, the CPU 62 performs a mapping process to the alternative card ID read in step S401, and the characteristic value data and attribute data associated with the character data of the player card 20 selected in step S404, and then proceeds to step S408.

[0159] Next, in step S408, the CPU 62 processes the character data of the substitute card 21 as the player card 20 to be used in the current game, as selected in step S404, and registers it in the memory RAM 64 of the terminal device 16. The CPU 62 processes the characteristic value data and attribute data associated in step S407 to be stored in the memory RAM 64, and terminates the substitute card registration process so that it can be used as data during the game progression process. The CPU 62 is the character data registration means and substitute card recognition means in this embodiment.

[0160] In this embodiment, the replacement cards 21 may be sold as a set of a predetermined number of cards with different identification information, or the player 22 may purchase only the number of cards they need. Alternatively, a replacement card lending device (not shown) may be installed in the terminal device 16, and the replacement cards may be lent out for a fee or free of charge. In this case, for example, the removal of the replacement cards 21 can be prevented by ensuring that the player 22's IC card 18 is not ejected from the IC card reader / writer 28 unless the lent replacement cards 21 are returned.

[0161] Furthermore, in games where a player 22 who does not own any player cards 20 is lent a replacement card 21, the game may be configured to allow them to use the player cards 20 included in the starter set. By configuring the game in this way, it becomes possible to play the game without purchasing a starter set by collecting the newly issued player cards 20 at the end of the game, thus reducing the initial investment of player 22.

[0162] Next, with reference to Figure 23, an example of how to transfer ownership of a regular card 20 used in the game device 10 described above to another player 22 will be explained. Figure 23 is a diagram illustrating how to transfer ownership of a regular card 20 using a terminal device 16 in a gaming facility.

[0163] The following describes how to transfer ownership of the regular card 20 owned by Player A to Player B. First, Player A displays the menu screen on the monitor 26 of the terminal device 16, selects the regular card transfer menu, and transmits player information (player ID, password) to the main control unit 14 (step SA01).

[0164] The CPU of the main control unit 14 performs authentication processing for player A from the received player information, obtains the transfer application screen data, and transmits it to the terminal device 16 (step SM01).

[0165] Player A, referring to the transfer request screen displayed on monitor 26, places the regular card 20 to be transferred to the designated position on the playfield 24 and presses the confirm button 32b. The CPU 62 of terminal device 16 activates the card data reading means to read the code pattern 170 and processes the transmission of the card information signal to the main control unit 14 (step SA02).

[0166] The CPU of the main control unit 14 refers to the ownership information of player A from the player information and performs a process to determine whether the regular card 20 to be transferred is a regular card 20 owned by player A. If it is determined that the regular card 20 is not owned by player A, it performs a process to send an error signal to the terminal device 16 (step SM02). If it is determined that the regular card 20 is owned by player A, it performs a process to store the transferred card information in a predetermined transferred card information storage area of ​​the main control unit 14, and performs a process to obtain screen data requesting the transferee to send data and send it to the terminal device 16 (step SM03).

[0167] Player A inputs Player B's transferee information into the designated location on the monitor 26 and transmits it to the main control unit 14 (step SA03). The transferee data transmitted here can be any information such as a password or nickname agreed upon by Player A and Player B prior to the ownership transfer procedure, and it is not necessary for the main control unit 14 to be able to recognize the transferee as Player B.

[0168] The CPU of the main control unit 14 stores the transferee data in a predetermined storage area in association with the transfer card information described above, and then retrieves the screen data indicating that player A has completed the transfer procedure in the ownership transfer procedure and transmits it to the terminal device 16 (step SM04).

[0169] Player A confirms the transfer procedure completion screen displayed on monitor 26 (step SA04) and informs Player B that the transfer procedure on Player A's side is complete (step SA05).

[0170] Next, the transfer procedure for Player B will be explained. Player B displays the menu screen on the monitor 26 of the terminal device 16, selects the normal card transfer menu, and transmits player information (player ID, password) to the main control unit 14 (step SB01).

[0171] The CPU of the main control unit 14 performs authentication processing for player B from the received player information, obtains the transfer application screen data, and transmits it to the terminal device 16 (step SM05).

[0172] Player B inputs the card information of the regular card 20 to be acquired into the designated position on the acquisition application screen displayed on the monitor 26 and transmits it to the main control unit 14 (step SB02). Here, the card information of the regular card 20 to be acquired only needs to be information that identifies the type of regular card 20, for example, the "player name" or card information such as symbols and numbers printed on the regular card 20 that identify the type of card.

[0173] The CPU of the main control unit 14 refers to the data in the transfer card information storage area stored in step SM03 from the transfer card information transmitted in step SB02, and performs a process to determine whether the normal card 20 to be transferred is stored as a transfer card in the transfer card information storage area. If it is determined that the normal card 20 is not stored in the transfer card information storage area, it performs a process to send an error signal to the terminal device 16. If it is determined that the normal card 20 is stored in the transfer card information storage area, it performs a process to obtain screen data requesting the transferee to send data and send it to the terminal device 16 (step SM06).

[0174] Player B inputs the transferee information of Player B into the designated location on the monitor 26 and transmits it to the main control unit 14 (step SB03). The transferee data transmitted here is data that can be commonly recognized by Player A and Player B, as explained in step SA03 above.

[0175] The CPU of the main control unit 14 performs a process to determine whether the transmitted transferee data matches the transferee data stored in a predetermined memory area in step SM04 described above. If it is determined that the transferee data does not match, it performs a process to send an error signal to the terminal device 16 (step SM07). If it is determined that the transferee data matches, it performs a process to update the owner information of the normal card 20 in the owner information database stored in a predetermined memory area of ​​the main control unit 14 to player B, and then performs a process to obtain screen data indicating the completion of the ownership transfer procedure for the normal card 20 and send it to the terminal device 16 (step SM08).

[0176] Player A confirms the ownership transfer procedure completion screen displayed on monitor 26 (step SB04) and notifies Player B that the transfer procedure on Player A's side is complete. In this way, ownership of the regular card 20 can be transferred between players 22. This makes it possible to exchange and buy and sell only the physical regular card 20, or only the ownership of the regular card 20 (the right to use it in the game), or even the ownership of a different regular card 20 for a physical regular card 20, thereby increasing the types of card trades that can be performed and promoting the circulation of cards.

[0177] In the embodiment described above, a method of transferring ownership using a terminal device 16 was shown. However, in addition to this, the system can also be configured so that, for example, player A or player B can access a server that normally manages the owner information of card 20 via a network such as the Internet from their home computer or mobile terminal and perform the ownership transfer procedure.

[0178] In the above embodiment, a soccer game was given as an example of applying it to the game device 10. However, it is not limited to this, and it can of course be applied to other sports games as long as multiple players form a team and compete.

[0179] Furthermore, it can certainly be applied to organizational games where multiple individuals work together towards a common goal, as well as competitive games where players control characters with parameters such as physical strength, attack power, and defense power to compete against each other. [Explanation of Symbols]

[0180] 10 game devices 12 Large Panel Displays 14 Main Control Unit 16a~16h Terminal equipment 18 IC cards 20 Player Cards (Regular Cards) 21 Alternative Cards 22 players 24 Playfields 26 monitors 28 IC card reader / writer 30 Card Issuing Department 32a~32c Operation command buttons 34a, 34b Input buttons 36 Large Panel Control Unit 42, 62 CPU 44, 64 memory (RAM) 56 Image Sensor 76 cabinets 78 Glass plate 80 Playfield Sheets 82 Light source 84 First Filter 86 1st reflector 88 Second reflector 90 Second filter 110 Unevenness 170, 220 chord patterns 172,222 Card position detection circles 174, 224 Position angle detection pattern area 174a~174d, 224a~224d protrusion 176, 230 ID data area 178, 228 Circular white region 180 data areas 182 Center Point 232 Inner Territory

Claims

1. A game device playable using a normal operating medium that stores at least one of position detection data or angle detection data and character data, and an alternative operating medium that stores at least one of the position detection data or angle detection data and also stores identification information indicating a specific operating medium different from the normal operating medium, A playfield on which the normal operating medium and the alternative operating medium are placed, An operating medium data reading means for reading at least the position detection data or the angle detection data and the character data, An operating medium identification means for identifying whether the operating medium placed on the playfield is the normal operating medium or the alternative operating medium, A player information storage means that stores player information linked to the ownership information of the aforementioned normal operation medium which is unique to the player, When the operating medium identification means identifies that the alternative operating medium was used in the current game, the character data registration means registers the character data set on one of the normal operating mediums selected by the player based on the ownership information of the normal operating medium linked to the player information read by the player information reading means as the character data for the alternative operating medium in the current game. Alternate operating medium recognition means that recognizes the alternative operating medium used in this game as a normal operating medium corresponding to the character data registered by the character data registration means; Character image generation means that generates a character image based on the character data of the normal operating medium read by the operating medium data reading means and the character data of the alternative operating medium registered by the character data registration means in this game; Image display means that displays a game image including the character image generated by the character image generation means. A game device characterized by comprising the following:

2. A payout operation medium data reading means for reading the character data of the normal operation medium that is newly dispensed at the end of the game, Ownership information update means updates ownership information linked to player information based on character data read by the payout operation medium data reading means, The game device according to claim 1, characterized by comprising the following:

3. An operating medium dispensing selection means for selecting whether or not to want to be dispensed a new normal operating medium at the end of the game, A normal operating medium dispensing means that, when a selection is made by the operating medium dispensing selection means to request dispensing the normal operating medium, updates the ownership information by the ownership information updating means and then dispenses the normal operating medium, When the dispensing of the normal operating medium is selected by the operating medium dispensing selection means, the normal operating medium is recovered after the ownership information is updated by the ownership information update means. The game device according to claim 2, characterized by comprising the following:

4. The aforementioned standard operating medium stores unique operating medium data, which is associated with character data corresponding to the type of operating medium for each operating medium. A unique operating medium data determination means for determining whether or not there is unique operating medium data that is not registered in the player's ownership information among the unique operating medium data read by the operating medium data reading means of the normal operating medium used in this game, When the unique operating medium data determination means determines that unregistered unique operating medium data exists, the owner information reference means refers to whether or not there is owner information for said unique operating medium data. Ownership information update means updates the owner information of a player by registering the ownership information of the normal operating medium corresponding to the unique operating medium data in the owner information of the player when no owner information for another player exists using the owner information reference means. A means for refusing use of a non-owned operating medium that refuses the use of the normal operating medium when owner information relating to another player exists, via the owner information referencing means, The game device according to claim 1, characterized by comprising the following:

5. When the operating medium being operated is identified as the alternative operating medium by the operating medium identification means, The game device according to claim 1, further comprising an image display control means for displaying the game image, which includes a character image of a normal operating medium corresponding to the character data of the alternative operating medium registered by the character data registration means in the current game, on the image display means.

6. A game device playable using a normal card which stores at least one of either position detection data or angle detection data and character data, and an alternative card which stores at least one of the position detection data or angle detection data and also stores identification information indicating a specific card different from the normal card, A playfield on which the regular cards and the substitute cards are placed, Card data reading means for reading at least one of the position detection data or the angle detection data and the unique card data, A card identification means for identifying whether a card placed on the playfield is a regular card or a substitute card, A player information storage means that stores player information linked to the ownership information of the aforementioned normal operation medium which is unique to the player, When the card identification means identifies that the substitute card was used in the current game, the character data registration means registers the character data set on one of the regular cards selected by the player based on the ownership information of the regular card linked to the player information read by the player information reading means as the character data of the substitute card in the current game. A substitute card recognition means that recognizes the substitute card used in this game as a regular card owned by the player corresponding to the character data registered by the character data registration means, A character image generation means generates a character image based on the character data of the regular card read by the card data reading means and the character data of the alternative card registered by the character data registration means in this game. Image display means for displaying a game image including the character image generated by the character image generation means, A game device characterized by comprising the following: